Hey buddy. I tried your game and it's awesome how you could expand some of the original contents.
I really liked what you did with Sodom. And the SOR2 stage is awesome too!
I was going to record a video about the game but I've some some bugs (and some are serious) so I thought it was better to give you feedback first, then I could make a video from the fixed version.
- R Bear (which is great btw) have some serious issues with his helpers and he is lefting clones behind
- This stage has a layer issue when you finish the match with a hyper move
- Some of Sodon moves has a wrong statetype, so after being hit, he can walks on the air
- Pretty Boy (another great char) can walk - and ATTACK - before the round starts
(also, the aligment on Kruel is wrong - you should align the shadow with his higher foot, not the lower one)- I forgot to take a screenshot, but I was playing with Mustafa against Poacher Joe and Musashi. I can't remember which move had hit me, but it was a ONE HIT KILL - the move had depleted all my health bar in one hit.
- This is something serious for me,
because I had to stop playing because I was getting nauseous: the camera follow on most of the stages is too sensitive on most of the stages. Try to play a Team Arcade (like I was playing) and you will notice that. This made me dizzy and I that to quit the game.
There is a stage where you made it perfectly - the Final Fight last stage. The camera was nice on that one.
I think you can get the route of the original MVC game - the camera won't move if the characters use a normal jump, just if you use a move which makes you go higher.
These aren't bug, more a suggestions:- Use a specific channel for intro voices (like channel 10), then add this code on all characters statedef 0
[State 0, Stop Intro Voices]
type = StopSnd
trigger1 = !time && !ctrl
channel = 10
This will stop the intro voice if you skip the intro. There is a trick here - when you skip an intro, Mugen forces all characters to be on statedef 0 (idle) but, for a split second, they won't have control yet. And this is when this code triggers.
- Some chars (like Missing Link) when hit while executing an hyper move, will continue to display the afterimage, which looks weird. To fix this, add this code under statedef -2
[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = Movetype = H
So this will cut the afterimage when the character is hit. In RMM, we use a more complete version, which will also trigger if you are not on a special move (hence the state 100)
[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = Movetype =H
Trigger2 = stateno < 1000
- Some big portratis are cut on the vs screen, which looks weird
The best idea would be to use them cropped into a box (you can use a cool border on them) like you did with Missing Link
Still on the versus screen, you could lower those names a tad and make that background picture to slide horizontally - this will bring more life to the screen.
-----
Congrats for such nice work. The ammount of work you added on the game is unbelievable!